Peer-to-peer networks are types of computer networks where each computer (a peer) may have several direct communication channels with other computers. This is similar to how people know and interact with each other, including the problems of how communications among each other take place. Depending on the resources being shared among peers, various protocols have been developed to propagate these resources. These protocols include routing the resources based on similarities between the resources and peers as well as forcing the topology of peers to control different types of resources. Peer-to-peer networks help simulate societies, but communication routing is dependent on the medium being passed among the peers. Games have been a part of human culture for a long time and have not only provided entertainment to people, both individuals and groups, but also a means to better understand the real world by practising on a model world instead. Such models have become more prevalent through the advent of computer games, were virtual worlds can imitate the real world even further with each technological advancement. As these progressions advance, so to does the expectation of multiple persons interacting with each other in a virtual world as they do in the real world. This leads us to the question: “How can computer games be augmented to take advantage of peer-to-peer models?” In this thesis, we explore the possibilities and requirements of running computer games over peer-to-peer networks. We accomplish this by proposing models and mechanisms to be used by all peers to allow a game to be played over a peer-to-peer network. We evaluate our solution to illustrate how well it performs in various scenarios, including the type of peer-to-peer network used, the quality of knowledge models used for our mechanisms and the behaviours of the players themselves.